Crush: If a troop with Crush would deal more than fatal combat damage to all troops blocking it, the rest will be dealt to the defending champion.]]>Swiftstrike: Troops with Swiftstrike deal combat damage before other troops.]]>Defensive: A troop with Defensive can’t attack.]]>Flight: A troop with Flight can only be blocked by other troops with Flight.]]>Invincible: A card with Invincible can’t be damaged or destroyed.]]>Lifedrain: Damage dealt by a card with Lifedrain causes its controller to gain that much health.]]>Rage: When a troop with Rage X attacks, it gets +X[ATK]/+0[DEF] permanently.]]>Speed: A troop with Speed can attack and use [ACT] powers on the same turn that it entered play.]]>Spellshield: A card with Spellshield can’t be targeted by opposing cards and effects.]]>Steadfast: A troop with Steadfast does not exhaust when it attacks.]]>Resources: The left number shows currently available resources, the right shows total resources.]]>Resource Cost: The number of resources needed to use a power (3, in this example).]]>Basic: Basic powers can only be used during your main phase while the chain is empty.]]>Activate: To use a power with this icon, you must exhaust the card. Troops cannot use activated powers on the same turn they enter play.]]>Attack: The amount of damage a troop deals in combat.]]>Defense: The amount of damage a troop needs to be dealt in a single turn to be destroyed.]]>Zoom-in/out on card: Right-click or scroll mouse wheel]]>Action Button (Pass Priority/Accept/etc): Spacebar]]>Open Chat: Enter key]]>Concede Option: ESC key]]>Card Name: The name of the card.]]>Lore Text: Each card is a glimpse into the bigger world of Entrath, and the lore text lets you know how the card fits into the game’s fantasy setting. Lore text does not affect game play.]]>Attack: When attacking or blocking, a troop deals damage based on its attack. Zoltog has an attack of 4.]]>Defense: A troop can only take so much damage before it goes to the crypt. When a troop is dealt at least that much damage in one turn, it is destroyed. Zoltog has a defense of 4.]]>Doubleback: Each card is a separate entity in HEX. In the future, individual cards will be able to gain experience, and you will be able to complete achievements on cards to unlock their full-art and foil effects. Once implemented, clicking the Doubleback icon will let you access those features on each card.]]>Cost: The number of available resources you need to play this card. For Zoltog, you need 4 available resources.]]>Threshold: The threshold you need to play this card. For Zoltog, you need a ruby threshold of 2 or greater.]]>Faction: Some troops belong to the Ardent or Underworld factions. Zoltog is an orc, so he belongs to the Ardent.]]>Card Type: In HEX, there are troops, actions, constants, artefacts, and resources. The type of card affects how it plays and how it interacts with other cards. In this case, Zoltog is a troop. (For more information about card types, please see page 6)]]>Traits: The card's subtypes, including things such as the race and class of the troop, if applicable.]]>Rarity: The card’s rarity symbol. The color of the symbol shows its rarity (white for common, green for uncommon, blue for rare, and red for legendary.)]]>Restriction: You’ll find card restrictions here. Zoltog is Unique. If a character is Unique, each player may only have 1 of that particular character in play. Any others they control must be immediately sent to the crypt.]]>Game Text: This is where you’ll find a card’s powers. Zoltog is a fierce commander, inspiring Savage Raiders to join him any time one of his fellow orcs deals damage to a champion.]]>Champion: Though not technically a card, a Champion behaves similarly to a card. Your champion represents your character in the world of Entrath. Each champion has a charge power that affects the game, which you can use after accumulating enough charges.]]>Resources: Resources give your champion the power to play your other cards. You can play one resource on each of your turns, and only during your main phase while the chain is empty. This doesn't use the chain, so there is no chance to respond to a resource being played. Playing resource cards will give you access to more resources each turn, and many will also increase the threshold of one or more of your shards. Most resources charge your champion as well, enabling your champion’s charge power.]]>Actions: Actions represent your special skills and magical spells. Actions can be either basic or quick. Basic actions can only be played during your main phase, and only while the chain is empty. Quick actions, however, can be played at any time, even during an opponent's turn. Once you finish resolving the effects of an action, it is put into your crypt.]]>Constants: Constants are lasting effects that your champion can bring into play. Just like basic actions, you can play a constant only during your main phase, and only while the chain is empty. However, constants do not go to your crypt, but are put into play instead, at which point their powers will start affecting the game.]]>Artifacts: Artifacts are magical or mechanical constructs employed by your champion. Most artifacts do not have threshold requirements, so you can play them in any deck. Like constants, they can only be played during your main phase while the chain is empty, after which they will remain in play.]]>Troops: Troops are the allies that join your champion in battle. Just like artefacts and constants, troops can only be played during your main phase while the chain is empty, and then remain in play afterward. Troops can attack and block during the combat phase (see Turn Sequence, page 11). Each troop has an Attack value [ATK] which shows the amount of damage it deals in combat, and a Defence value [DEF], which is how much damage that needs to be dealt to it in a turn for it to be destroyed.]]>1. Phase Indicator: The name of the current phase.]]>10. Action Button: This area is where buttons used to confirm actions or pass the turn will appear.]]>11. Hand: Your hand of cards. Cards you can currently play will be outlined in gold.]]>12. Void: If a card is voided by a card or effect, it goes to the void. You can click the void to view those cards.]]>13. Deck: Your deck. The number displayed shows the number of cards remaining in your deck.]]>14. Crypt: Your crypt. Destroyed or discarded cards and actions you have played go into your crypt.]]>15. Chain: The chain is used when non-resource cards are played, payment powers are used, or targeted triggered powers trigger. The first act creates the first link in the chain, and then players can respond to that by adding their own cards or powers to the chain. When all players are finished doing so, the most recently added link resolves, moving through the chain back to the original link. (For more, see page 11, “The Chain”).]]>2. Phase Track: Shows current and upcoming phases. If you want to automatically pass priority during any of these phases in order to expedite gameplay, you can set those options here.]]>3. Game Clock: Time remaining for each champion. If a champion runs out of time, he or she is defeated.]]>4. Hand Count: Number of cards in your hand.]]>5. Health: Your current health. Champions normally start with 20 health.]]>6. Charges: Number of charges your champion possesses. You may spend these in order to use your Charge Power.]]>7. Charge Power: Your Charge Power. Each Champion has a special ability that affects the game. This button will glow while your Charge Power is available for use.]]>8. Resources: Your resources. The number on the left shows your current available resources that you can spend. The number on the right shows the total number of resources. At the start of your turn, your number of available resources (left side) will replenish, becoming equal to your total number of resources (right side).]]>9. Threshold: The threshold of each of your shards.]]>Example: On your first turn, you play one Wild Shard. You have no cards that cost 1 resource in hand, so you pass the turn to your opponent. On your second turn, you play a second Wild Shard. You have 2 available resources and 2 Wild threshold, so you can play Feral Ogre. You’ve spent your two available resources, leaving you with zero available resources, so you pass the turn to your opponent.]]>Example: You control a Dandelion Sprite, but currently have a Wild threshold of 2, so it is simply a 1[ATK]/ 2[DEF] troop. Later, you gain a third Wild threshold, so your Sprite now has Flight and Spellshield.]]>Example: You have a Feral Ogre in play, and your opponent is attempting to kill your Feral Ogre with Burn.You can add to the chain with quick cards, so you play the quick action Wild Growth, giving your Feral Ogre +3[ATK]/+3[DEF]. Your Wild Growth resolves first since it is the last link in the chain, and then the Burn resolves dealing 2 damage to the 6[ATK]/5[DEF] Feral Ogre. The Feral Ogre lives with 2 damage on him.]]>Ready Phase: The ready phase is divided into two steps: the ready step and the draw step.]]>Ready Step: As the ready step starts, all your cards in play ready and your resources replenish.
Draw Step: You draw your cards for the turn.]]>Main Phase: During your main phase, you can play cards and use the powers on your cards. You can play up to one resource, but can play any number of other types of cards.]]>Combat Phase: Players have one last chance to play cards and use non-Basic powers before attackers are declared.]]>Declare Attackers: You choose which of your ready troops to attack with. Your available attackers will be outlined in gold. As you select a troop to attack with, its outline will change to blue. When you are finished selecting attackers, click attack. They will all exhaust and start attacking.]]>Declare Defense: Your opponent chooses which of their ready troops to block with. Each of their troops can only be assigned to block one of your troops, but multiple troops can block the same troop. If multiple troops are blocking a single troop, the attacking player chooses the order in which the troops will be dealt damage.]]>Combat Damage: The troops all deal damage to each other equal to their [ATK]. If an attacker is unblocked, that troop deals damage to the opposing champion. If an attacker is blocked by multiple troops, the first troop in line must be dealt enough combat damage to destroy it before the next troop in line can be dealt damage.]]>Second Main Phase: This is exactly like your first main phase. Remember, if you played a resource during the first main phase, you can’t play a resource at this time.]]>End Phase: During your end phase, players can play quick cards and use non-Basic powers. Once all players have performed the actions they want to take, you move into your wrap-up step. During your wrap-up, if you have more cards in hand than your maximum hand size (seven cards), you must discard down to your maximum hand size. Then, all damage on troops is removed. After your wrap-up step is over, the next player begins their start phase.]]>1. Collection: The cards you own]]>10. Champion Select: The champion for your deck.]]>11. Deck Stats: You can see various stats for your deck.]]>12. Validation Summary: Check to make sure your deck is legal.]]>You have a Xentoth's Inquisitor, which can be socketed with either a minor or a major gem. You could fill the socket with a Ruby of Ferocity, which would give your Inquisitor Speed as long as you have a ruby threshold of at least 1. You could instead socket it with a Wild Orb of Conservation, which would require a wild threshold of 2, but would give your Inquisitor Spellshield while you had two wild threshold. Alternatively, you could fill the socket with a major gem, like a Prime Blood Orb of Brutality, which would give your Inquisitor a triggered power when it enters play as long as you have a blood threshold of at least one (which is very likely, since you normally need a threshold of two to play the Inquisitor). Note that the gems do not increase the threshold requirement to play the Inquisitor himself, but are only a requirement to enable the gem’s power.]]>2. Search: Search your collection for specific cards.]]>3. Filters: You can narrow down the cards displayed in your collection.]]>4. Sort Options: Select which way the cards in your deck will be sorted.]]>5. Viewing Modes: Toggle between small card view, large card view, and list view.]]>6. Deck: The cards in your deck.]]>7. Deck Options: Save your deck, start building a new one, select sleeves for your deck, and more.]]>8. Deck Name: Shows the name of the deck displayed, as well as the total number of cards in the deck.]]>9. Reserves: The deck’s reserves.]]>Battle: Some cards will tell troops to battle. Those troops deal damage equal to their Attack [ATK] to each other.]]>Counter: A card may tell you to put one or more counters on a card. It will also tell you what those counters do.]]>Replica: Some cards will create or become a replica of another card. A replica is the same as the original card, with a few exceptions:]]>Revert: To revert a card, return it to its unmodified, original state. Remove all damage and modifers from it (including any transformations).]]>Transform: Some cards can transform. When a card transforms, it is still the same card, so it retains its orientation (ready or exhausted), any counters, and all modifiers.]]>Unique: If at any time you control more than one Unique card with the same name, you must immediately destroy all but one of them.]]>